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wowgetoffyourcellphone

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Posts posted by wowgetoffyourcellphone

  1. The popular idea of "Republican" Rome vs. "Imperial" Rome is wrong. Rome was empire long before the rise of the Caesars. Also, "republic" is form of government, while "empire" is the form of state (though the distinct is not 100% clearly defined). Two different things. So rough what happen was this:

    Government
    Monarchy -> Republic -> Principate -> Dominate

    State
    City-State -> Local Power (Latin League) -> Hegemony -> Empire (all of this happened over the course of the Republic, before rise of Caesar)

    For the sake of video game, using the Republic / Empire distinction could still be okay, because it is popular misconception. Though, going for more accuracy might make it more interesting.

    Rome (Republican) - Part 1 Rome, based on Punic Wars era

    Rome (Principate) - Era of "5 Good Emperors" when the empire was at height. The emperors maintained the fiction of republic and "first citizen."
    Rome (Dominate) - Here you see the 'Late' or 'Eastern' influential era, Constantine to Justinian. The "first citizen" ideal is now completely abandon for a Eastern autocracy.

    • Like 2
  2. I also personally don't think that any of our units are worth the micro to try to capture them. Apart from siege units maybe. So for now, I have no idea how and if we should do unit capturing or conversion.

    Just like sheeps in AOK. utomatic.

    • Like 1
  3. You can always include an auto-garrison button for ground units to occupy siege units as well as assign a key function on the keyboard for it.

    still additional management for little gains. By the point in game wherer you are using siege weapons you don't want to have to manage these things. As match continues and pop rises, it should be designed to decrease micro and go more macro IMHO.

  4. I don't know what happen either. I download again and it works now. The tiles look much better. It's a shame the parallax materials are broken (get bad artifacts since svn commit some weeks ago). I tried the new CC mesh and everything looks good as far as I can tell with the bugy texture materials.

  5. Absolutely not. The topic is:

    Alpha 18 Balance Feedback

    ...not that a game needs a vision, not comparing similar games, not Lions google_translated blahblah the forum gets spammed with all day long.

    But sigh, welcome on my ignore list ;) ..

    What a hypocrite. The topic was already back to exactly where you wanted it...

    • Like 4
  6. Not all red water causes are fixed atm, see #2692 where a patch is awaiting for review. When it's committed it would be nice to see if it fixes your reproducible test case.

    Thanks, it's not happen all the time, just sometime.

  7. wowgetoffyourcellphone you are right the mines are too close, in AoK the mines are far away from CC (TC) I'm not sure in AOE 3 or most recently AOEO ( I'm watching the gameplay of this late AOE recently I love how work some things but others I don't like because looks like Blizzard RTS clon )

    AOEO had a few good ideas like quests (instead of traditional caMPaigns) and persistent home city and customizable tech trees. Failed with: dumb fantasy units, childish art design (artists, very talented; art director, very idiotic), lame "items" like fish-weapons (WTF?! Soliders bashing each other with big fish, dumb dumb dumb), teeny tiny maps, and multiplayer unavailable without buying a "peer-to-peer" pack. Also failed by not pushing the combat forward.

  8. I agree that the CCs and Fortresses should be special, not spammable. More expensive, take longer to build, stronger. Also, defenses should be for defense and units for offense. That not to say that novel stratgies should be impossibru, but as game designer you should /design/ things to be within an overall plan or vision. So coming up with way to force defense towers to be used defensively is perfectly fine and then you can maybe design some edge cases into the game leaving open door for novel, but very risky, usage, but that come later.For now, have an idea of how things should be used and design them to do that thing. Fortress should be the forward base structure. Max 3 or 5. Buildable in neutral territory, cast no territory effect. With minimal number you must place them strategically. Design ways to make walls more useful (and easier to build, not just cheaper and quicker, that's lazy design; unit should automaticaly spread out when section of wall foundations placed, building the towers first, then filling in the wall segments; design a button in wall foundation UI to summon all nearby citiens to build it; give that same button to the Wonder). Make civic center territory radius smaller; give the game some no-man's land again.Implement farmlands and let players build farms and storehouses outside terrirory. Now you have strongly defended cities and weak countryside you must fight over--instead of sprawl like now. Traders must now travel through danger no-man's land between markets defended by cities. Move those mines away from the CC already... this isn't Starcraft. ;)

    I agree the wooden tower needs be different from stone tower, and it can be build in neutral territory

    Then you have tower spam/push again? Right up against enemy territory? At least with Fortress in neuttral terrotry you can limit them to 3-5 and make them longer to build, so if they are used for push then there is time to spot the foundation. Just idea anyway (see Delenda Est). Instead, wooden defense towers should be Village Phase version of stone tower. Use upgrade and actor swap to make it stone tower (see Delenda Est). This game needs more of that kind thing.

    Enjoy the choice.

    • Like 3
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